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<blockquote data-quote="Cleon" data-source="post: 5354250" data-attributes="member: 57383"><p>No, one of the few advantages of being undead is that wraiths never suffer from rider's cramp or saddle sores. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p><p></p><p></p><p></p><p>The ghost mount looks fine by me, so we might as well proceed.</p><p></p><p>I would suggest taking the ghost mount, dropping a Hit Dice, lowering its speed to a standard horse, giving it a light horse's Str 14, Cha 6 and +3 NA and a camel's 1d4 bite attack.</p><p></p><p>We'll need to cut a feat. Since they're based on camels, which have Endurance and Alertness in the SRD ,I'll cut the ghost mount's Run.</p><p></p><p>I'll remove its create spawn, drain rider and disguise self abilities but leave it ghostwalking for the time being, despite the description saying "They have none of the special abilities of real ghost mounts". We need something to justify the "ghost" name.</p><p></p><p>That would work out:</p><p></p><p><strong>Ghost Mount, Lesser</strong></p><p>Large Undead</p><p>Hit Dice: 2d12 (13 hp)</p><p>Initiative: +1</p><p>Speed: 60 ft. (12 squares)</p><p>Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12</p><p>Base Attack/Grapple: +1/+7</p><p>Attack: Bite +2 melee (1d4+2)</p><p>Full Attack: Bite +2 melee (1d4+2)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Darkvision 60 ft., ghostwalking, undead traits</p><p>Saves: Fort +0, Ref +1, Will +4</p><p>Abilities: Str 14, Dex 13, Con —, Int 6, Wis 13, Cha 6</p><p>Skills: Disguise +7, Jump +14, Listen +5, Spot +6</p><p>Feats: Alertness</p><p>Environment: Any deserts and plains</p><p>Organization: Solitary or herd (2-8 plus 10-30 ordinary herd animals)</p><p>Challenge Rating: <span style="color: Red">1?</span></p><p>Treasure: None</p><p>Alignment: Always neutral evil</p><p>Advancement: 2-6 HD (Large); 7-12 HD (Huge)</p><p>Level Adjustment: —</p><p> </p><p> <em>This transparent, glowing outline of a herd animal appears to be malnourished, battered, and scarred. Its eyes are wild and shining.</em></p><p> </p><p><span style="color: Red">Change the flavour text.</span></p><p> </p><p>A lesser ghost mount is the same height and length as a living mount of its type, but weighs only half as much.</p><p> </p><p>Lesser ghost mounts cannot speak.</p><p> </p><p><strong> COMBAT</strong></p><p> A lesser ghost mount can attack with its bite.</p><p> </p><p><strong>Ghostwalking (Su):</strong> A lesser ghost mount can float just above the ground. It doesn't actually fly, but is not subject to ground terrain effects, such as ice or a <em>grease</em> spell, and is subject to winds as if it were a flying creature. A ghost mount can ghostwalk over water as easily as it can cross solid ground or quicksand.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5354250, member: 57383"] No, one of the few advantages of being undead is that wraiths never suffer from rider's cramp or saddle sores. :o The ghost mount looks fine by me, so we might as well proceed. I would suggest taking the ghost mount, dropping a Hit Dice, lowering its speed to a standard horse, giving it a light horse's Str 14, Cha 6 and +3 NA and a camel's 1d4 bite attack. We'll need to cut a feat. Since they're based on camels, which have Endurance and Alertness in the SRD ,I'll cut the ghost mount's Run. I'll remove its create spawn, drain rider and disguise self abilities but leave it ghostwalking for the time being, despite the description saying "They have none of the special abilities of real ghost mounts". We need something to justify the "ghost" name. That would work out: [B]Ghost Mount, Lesser[/B] Large Undead Hit Dice: 2d12 (13 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +1/+7 Attack: Bite +2 melee (1d4+2) Full Attack: Bite +2 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., ghostwalking, undead traits Saves: Fort +0, Ref +1, Will +4 Abilities: Str 14, Dex 13, Con —, Int 6, Wis 13, Cha 6 Skills: Disguise +7, Jump +14, Listen +5, Spot +6 Feats: Alertness Environment: Any deserts and plains Organization: Solitary or herd (2-8 plus 10-30 ordinary herd animals) Challenge Rating: [COLOR=Red]1?[/COLOR] Treasure: None Alignment: Always neutral evil Advancement: 2-6 HD (Large); 7-12 HD (Huge) Level Adjustment: — [I]This transparent, glowing outline of a herd animal appears to be malnourished, battered, and scarred. Its eyes are wild and shining.[/I] [COLOR=Red]Change the flavour text.[/COLOR] A lesser ghost mount is the same height and length as a living mount of its type, but weighs only half as much. Lesser ghost mounts cannot speak. [B] COMBAT[/B] A lesser ghost mount can attack with its bite. [B]Ghostwalking (Su):[/B] A lesser ghost mount can float just above the ground. It doesn't actually fly, but is not subject to ground terrain effects, such as ice or a [I]grease[/I] spell, and is subject to winds as if it were a flying creature. A ghost mount can ghostwalk over water as easily as it can cross solid ground or quicksand. [/QUOTE]
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